In terms of complexity, Two Worlds II sits somewhere between the behemoth free-roaming of Piranha Bytes' Gothic games and the more structured approach of an action RPG like Sacred 2. The main storyline is linear, and takes you across a series of large regions as you progress, but side-quests can be undertaken anywhere at any time - though new continents remain locked out until you advance the storyline. The rest of the world does level up alongside you, but only to a limited degree - none of the ridiculous Oblivion-style creature levelling here - though previously unlocked storage containers will contain loot roughly appropriate to your level. That might sound off-putting, but it actually works quite well; the system ensures that you feel a sense of progression as enemies become easier to kill, but there are still clear no-go areas where the opponents are much too strong, and also ensures that rewards from quests are always of some use. Given the open-ended levelling up system, which rewards you with stat advancements when you earn enough experience and skill points for various deeds associated with using particular skills, you have plenty of room to develop your hero as you see fit. And with the main campaign alone likely to take well over 30 hours, plus countless hours of sidequests and adventure, there's plenty to see and do in Antaloor.